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<div class="header">
  <div class="summary">
<a href="#nested-classes">Classes</a> &#124;
<a href="#pub-methods">Public Member Functions</a> &#124;
<a href="#pub-static-methods">Static Public Member Functions</a> &#124;
<a href="#properties">Properties</a> &#124;
<a href="class_u_i_atlas-members.html">List of all members</a>  </div>
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<div class="title">UIAtlas Class Reference</div>  </div>
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<p>UI Atlas contains a collection of sprites inside one large texture atlas.  
 <a href="class_u_i_atlas.html#details">More...</a></p>
<div class="dynheader">
Inheritance diagram for UIAtlas:</div>
<div class="dyncontent">
 <div class="center">
  <img src="class_u_i_atlas.png" usemap="#UIAtlas_map" alt=""/>
  <map id="UIAtlas_map" name="UIAtlas_map">
</map>
 </div></div>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:a2c89adfdf88b320a40ecf60728c04408"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_u_i_sprite_data.html">UISpriteData</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_atlas.html#a2c89adfdf88b320a40ecf60728c04408">GetSprite</a> (string name)</td></tr>
<tr class="memdesc:a2c89adfdf88b320a40ecf60728c04408"><td class="mdescLeft">&#160;</td><td class="mdescRight">Convenience function that retrieves a sprite by name.  <a href="#a2c89adfdf88b320a40ecf60728c04408">More...</a><br /></td></tr>
<tr class="separator:a2c89adfdf88b320a40ecf60728c04408"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a80e1118bf40a4bc29b787ebf6dd41243"><td class="memItemLeft" align="right" valign="top">string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_atlas.html#a80e1118bf40a4bc29b787ebf6dd41243">GetRandomSprite</a> (string startsWith)</td></tr>
<tr class="memdesc:a80e1118bf40a4bc29b787ebf6dd41243"><td class="mdescLeft">&#160;</td><td class="mdescRight">Convenience function that returns the name of a random sprite that begins with the specified value.  <a href="#a80e1118bf40a4bc29b787ebf6dd41243">More...</a><br /></td></tr>
<tr class="separator:a80e1118bf40a4bc29b787ebf6dd41243"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab85da0537f6954456327e67b7f021089"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_atlas.html#ab85da0537f6954456327e67b7f021089">MarkSpriteListAsChanged</a> ()</td></tr>
<tr class="memdesc:ab85da0537f6954456327e67b7f021089"><td class="mdescLeft">&#160;</td><td class="mdescRight">Rebuild the sprite indices. Call this after modifying the spriteList at run time.  <a href="#ab85da0537f6954456327e67b7f021089">More...</a><br /></td></tr>
<tr class="separator:ab85da0537f6954456327e67b7f021089"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5591b257c9492abf718eacf7ee7786ed"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_atlas.html#a5591b257c9492abf718eacf7ee7786ed">SortAlphabetically</a> ()</td></tr>
<tr class="memdesc:a5591b257c9492abf718eacf7ee7786ed"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sort the list of sprites within the atlas, making them alphabetical.  <a href="#a5591b257c9492abf718eacf7ee7786ed">More...</a><br /></td></tr>
<tr class="separator:a5591b257c9492abf718eacf7ee7786ed"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a33a871611708d34a777570fc36d84a76"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_better_list.html">BetterList</a>&lt; string &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_atlas.html#a33a871611708d34a777570fc36d84a76">GetListOfSprites</a> ()</td></tr>
<tr class="memdesc:a33a871611708d34a777570fc36d84a76"><td class="mdescLeft">&#160;</td><td class="mdescRight">Convenience function that retrieves a list of all sprite names.  <a href="#a33a871611708d34a777570fc36d84a76">More...</a><br /></td></tr>
<tr class="separator:a33a871611708d34a777570fc36d84a76"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a95bfbfc6ecb53d64af6e8bbba4b9f5c3"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_better_list.html">BetterList</a>&lt; string &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_atlas.html#a95bfbfc6ecb53d64af6e8bbba4b9f5c3">GetListOfSprites</a> (string match)</td></tr>
<tr class="memdesc:a95bfbfc6ecb53d64af6e8bbba4b9f5c3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Convenience function that retrieves a list of all sprite names that contain the specified phrase  <a href="#a95bfbfc6ecb53d64af6e8bbba4b9f5c3">More...</a><br /></td></tr>
<tr class="separator:a95bfbfc6ecb53d64af6e8bbba4b9f5c3"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a94a8a93c91ea4365ecc4c3168967d7a8"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_atlas.html#a94a8a93c91ea4365ecc4c3168967d7a8">MarkAsChanged</a> ()</td></tr>
<tr class="memdesc:a94a8a93c91ea4365ecc4c3168967d7a8"><td class="mdescLeft">&#160;</td><td class="mdescRight">Mark all widgets associated with this atlas as having changed.  <a href="#a94a8a93c91ea4365ecc4c3168967d7a8">More...</a><br /></td></tr>
<tr class="separator:a94a8a93c91ea4365ecc4c3168967d7a8"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-static-methods"></a>
Static Public Member Functions</h2></td></tr>
<tr class="memitem:a5ea3366087b2b07fc42818d37c171b3e"><td class="memItemLeft" align="right" valign="top">static bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_atlas.html#a5ea3366087b2b07fc42818d37c171b3e">CheckIfRelated</a> (<a class="el" href="class_u_i_atlas.html">UIAtlas</a> a, <a class="el" href="class_u_i_atlas.html">UIAtlas</a> b)</td></tr>
<tr class="memdesc:a5ea3366087b2b07fc42818d37c171b3e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Helper function that determines whether the two atlases are related.  <a href="#a5ea3366087b2b07fc42818d37c171b3e">More...</a><br /></td></tr>
<tr class="separator:a5ea3366087b2b07fc42818d37c171b3e"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="properties"></a>
Properties</h2></td></tr>
<tr class="memitem:a953fb9967b25d74ecf68c8378892b341"><td class="memItemLeft" align="right" valign="top">Material&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_atlas.html#a953fb9967b25d74ecf68c8378892b341">spriteMaterial</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a953fb9967b25d74ecf68c8378892b341"><td class="mdescLeft">&#160;</td><td class="mdescRight">Material used by the atlas.  <a href="#a953fb9967b25d74ecf68c8378892b341">More...</a><br /></td></tr>
<tr class="separator:a953fb9967b25d74ecf68c8378892b341"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aca4b54847df0960b73e0e922bb309fb7"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_atlas.html#aca4b54847df0960b73e0e922bb309fb7">premultipliedAlpha</a><code> [get]</code></td></tr>
<tr class="memdesc:aca4b54847df0960b73e0e922bb309fb7"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether the atlas is using a premultiplied alpha material.  <a href="#aca4b54847df0960b73e0e922bb309fb7">More...</a><br /></td></tr>
<tr class="separator:aca4b54847df0960b73e0e922bb309fb7"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:afd6b7638e98cc4d6150df2f5eda8e5b4"><td class="memItemLeft" align="right" valign="top">List&lt; <a class="el" href="class_u_i_sprite_data.html">UISpriteData</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_atlas.html#afd6b7638e98cc4d6150df2f5eda8e5b4">spriteList</a><code> [get, set]</code></td></tr>
<tr class="memdesc:afd6b7638e98cc4d6150df2f5eda8e5b4"><td class="mdescLeft">&#160;</td><td class="mdescRight">List of sprites within the atlas.  <a href="#afd6b7638e98cc4d6150df2f5eda8e5b4">More...</a><br /></td></tr>
<tr class="separator:afd6b7638e98cc4d6150df2f5eda8e5b4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a61e1a3d2a6cb9a9b0859f6e97dd01f1d"><td class="memItemLeft" align="right" valign="top">Texture&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_atlas.html#a61e1a3d2a6cb9a9b0859f6e97dd01f1d">texture</a><code> [get]</code></td></tr>
<tr class="memdesc:a61e1a3d2a6cb9a9b0859f6e97dd01f1d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Texture used by the atlas.  <a href="#a61e1a3d2a6cb9a9b0859f6e97dd01f1d">More...</a><br /></td></tr>
<tr class="separator:a61e1a3d2a6cb9a9b0859f6e97dd01f1d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a702080aace67efe1b721c46f0991f4b3"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_atlas.html#a702080aace67efe1b721c46f0991f4b3">pixelSize</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a702080aace67efe1b721c46f0991f4b3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Pixel size is a multiplier applied to widgets dimensions when performing MakePixelPerfect() pixel correction. Most obvious use would be on retina screen displays. The resolution doubles, but with <a class="el" href="class_u_i_root.html" title="This is a script used to keep the game object scaled to 2/(Screen.height). If you use it...">UIRoot</a> staying the same for layout purposes, you can still get extra sharpness by switching to an HD atlas that has pixel size set to 0.5.  <a href="#a702080aace67efe1b721c46f0991f4b3">More...</a><br /></td></tr>
<tr class="separator:a702080aace67efe1b721c46f0991f4b3"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6c8c663755c954c0b63133dc9a6348ff"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_u_i_atlas.html">UIAtlas</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_atlas.html#a6c8c663755c954c0b63133dc9a6348ff">replacement</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a6c8c663755c954c0b63133dc9a6348ff"><td class="mdescLeft">&#160;</td><td class="mdescRight">Setting a replacement atlas value will cause everything using this atlas to use the replacement atlas instead. Suggested use: set up all your widgets to use a dummy atlas that points to the real atlas. Switching that atlas to another one (for example an HD atlas) is then a simple matter of setting this field on your dummy atlas.  <a href="#a6c8c663755c954c0b63133dc9a6348ff">More...</a><br /></td></tr>
<tr class="separator:a6c8c663755c954c0b63133dc9a6348ff"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table>
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>UI Atlas contains a collection of sprites inside one large texture atlas. </p>
</div><h2 class="groupheader">Member Function Documentation</h2>
<a class="anchor" id="a5ea3366087b2b07fc42818d37c171b3e"></a>
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          <td class="memname">static bool UIAtlas.CheckIfRelated </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="class_u_i_atlas.html">UIAtlas</a>&#160;</td>
          <td class="paramname"><em>a</em>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="class_u_i_atlas.html">UIAtlas</a>&#160;</td>
          <td class="paramname"><em>b</em>&#160;</td>
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          <td></td>
          <td>)</td>
          <td></td><td></td>
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  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
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<p>Helper function that determines whether the two atlases are related. </p>

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<a class="anchor" id="a33a871611708d34a777570fc36d84a76"></a>
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          <td class="memname"><a class="el" href="class_better_list.html">BetterList</a>&lt;string&gt; UIAtlas.GetListOfSprites </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td></td>
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<p>Convenience function that retrieves a list of all sprite names. </p>

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          <td class="memname"><a class="el" href="class_better_list.html">BetterList</a>&lt;string&gt; UIAtlas.GetListOfSprites </td>
          <td>(</td>
          <td class="paramtype">string&#160;</td>
          <td class="paramname"><em>match</em></td><td>)</td>
          <td></td>
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<p>Convenience function that retrieves a list of all sprite names that contain the specified phrase </p>

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          <td class="memname">string UIAtlas.GetRandomSprite </td>
          <td>(</td>
          <td class="paramtype">string&#160;</td>
          <td class="paramname"><em>startsWith</em></td><td>)</td>
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<p>Convenience function that returns the name of a random sprite that begins with the specified value. </p>

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<a class="anchor" id="a2c89adfdf88b320a40ecf60728c04408"></a>
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          <td class="memname"><a class="el" href="class_u_i_sprite_data.html">UISpriteData</a> UIAtlas.GetSprite </td>
          <td>(</td>
          <td class="paramtype">string&#160;</td>
          <td class="paramname"><em>name</em></td><td>)</td>
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<p>Convenience function that retrieves a sprite by name. </p>

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          <td class="memname">void UIAtlas.MarkAsChanged </td>
          <td>(</td>
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<p>Mark all widgets associated with this atlas as having changed. </p>

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          <td class="memname">void UIAtlas.MarkSpriteListAsChanged </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
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<p>Rebuild the sprite indices. Call this after modifying the spriteList at run time. </p>

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          <td class="memname">void UIAtlas.SortAlphabetically </td>
          <td>(</td>
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<p>Sort the list of sprites within the atlas, making them alphabetical. </p>

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<h2 class="groupheader">Property Documentation</h2>
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          <td class="memname">float UIAtlas.pixelSize</td>
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span>  </td>
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<p>Pixel size is a multiplier applied to widgets dimensions when performing MakePixelPerfect() pixel correction. Most obvious use would be on retina screen displays. The resolution doubles, but with <a class="el" href="class_u_i_root.html" title="This is a script used to keep the game object scaled to 2/(Screen.height). If you use it...">UIRoot</a> staying the same for layout purposes, you can still get extra sharpness by switching to an HD atlas that has pixel size set to 0.5. </p>

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<p>Whether the atlas is using a premultiplied alpha material. </p>

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<p>Setting a replacement atlas value will cause everything using this atlas to use the replacement atlas instead. Suggested use: set up all your widgets to use a dummy atlas that points to the real atlas. Switching that atlas to another one (for example an HD atlas) is then a simple matter of setting this field on your dummy atlas. </p>

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<p>List of sprites within the atlas. </p>

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<p>Material used by the atlas. </p>

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<p>Texture used by the atlas. </p>

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<hr/>The documentation for this class was generated from the following file:<ul>
<li>D:/WorkDir/Unity3D_Work/taidou_arpg/Assets/NGUI/Scripts/UI/UIAtlas.cs</li>
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